using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Aim2.Screen;
using System.IO;

namespace Aim2 {
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game : Microsoft.Xna.Framework.Game {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        public static Game Instance { get; set; }

        public static Random Random { get; set; }


        DirectoryInfo trackFolder;
        public DirectoryInfo[] tracks { get; set; }

        ScreenManager screenManager;

        public Game() {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferHeight = 768;
            graphics.PreferredBackBufferWidth = 1024;
            Content.RootDirectory = "Content";
            Random = new Random();
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);
            AudioManager.Initialize(this, new DirectoryInfo(Content.RootDirectory + @"\audio\wav"));

            var folderBrowserDialog = new System.Windows.Forms.FolderBrowserDialog();
            string path = @"..\..\..\..\..\tracks";
            
            /*folderBrowserDialog.Description = "Chose the folder containing the tracks";
            if (folderBrowserDialog.ShowDialog() == System.Windows.Forms.DialogResult.OK) {
                path = folderBrowserDialog.SelectedPath;
            }
            else
                Exit();*/
            trackFolder = new DirectoryInfo(path);
            if (!trackFolder.Exists) {
                trackFolder = new DirectoryInfo(Environment.GetFolderPath(Environment.SpecialFolder.Desktop) + @"\tracks"); 
            }
            tracks = trackFolder.GetDirectories();

            Instance = this;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize() {
            base.Initialize();
            screenManager.AddScreen(new BackgroundScreen());
            screenManager.AddScreen(new MainMenuScreen());
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent() {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent() {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime) {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime) {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            base.Draw(gameTime);
        }
    }
}
